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Constraints the motion of a GameObject to translation over a DSplineand rotation by Pitch and position along the DSpline.
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Where to find
The Kinematic Helical Joint can be found under Mechanics > Kinematics > Kinematic Joints > Kinematic Helical Joint.
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Note |
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Joints must be placed as children of a Body Controller in the hierarchy |
The following inspector component will be shown:
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Generic Joint Settings | |
Pass Priority | Priority of the kinematic chain calculations. Higher numbers are calculated earlier. |
Enforce Outside Playmode | Enforces the joint to work in edit mode. |
Prevent Kinematic Update | Removes the joint from the kinematic chain calculations. |
Min Translation Delta | The minimum value the joint detects as a change in position. |
Min Rotation Delta | The minimum value the joint detects as a change in rotation. |
Kinematic Chaining | |
Show in Scene View | Shows chained connections of this object through arrows. |
Show When Not Selected | Shows chained connections of this object through arrows even when the object is not selected. |
Add Kinematic Transfer Relation | When a kinematic Body is dragged into this a transfer relation between them is created. |
Opposing Kinematic Relation | The Kinematic Body which this relation is connected. |
Relation Direction | Describes the direction of the manipulation of the Transforms. The following options are available:
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Ratio | The ratio in which the relation is done (1 means all the applied rotation translation is equally transferred). |
Invert Relation | If the relation is in inverted direction (so if rotating to right the connected object rotates to the left). |
Helical Joint Settings | |
Constraining Spline | The DSplinealong which the Helical Joint’s position and rotation is constrained. |
Pitch | The distance from the crest of one thread to the next. |
Reverse Direction | When checked inverts the direction of the rotation. |
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How to use
Create a DSplineand use it to define the path you want the Kinematic Helical Joint to follow.
Add the DSpline to the Kinematic Helical Joint and create a new Transform Relation, add an Opposing Relation Instance and define the other settings as needed.
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